I like the slow turning turret - keeps it functioning as a tank rather than a point n shoot win device. Also means it cant remotely compete with infantry right on top of it (which it really shouldnt). If Hi-Rez implemented it, it'd pan as fast as the player and fire just as fast with a massive full damage aoe. Oh and hitscan shells.

i could maybe forgive the slow turret if they made the tank lighter and faster. i like that the driver has control of the chaingun (unlike the t2 tank where you were either driver or gunner) but it's so damn slow

watching it in motion, it instantly felt like the halo tank to me (the alien one). I don't mean that negatively or positively, just making an observation. I'm okay with it being slow (he says not having played the game) because like DJ says you dont want to have TA-style 1-man win machines

On one hand it's better to be a two person vehicle so the driver cant shoot imo - any vehicles in tribes should be team orientated, or designed to support the on foot gameplay rather than be a dominant force themselves. On the other, if it needs 2 players then its only really of value in 12v12 or 16v16 type matches as 2 people out of 8 in one vehicle is a bloody waste of 2 people.

I don't think there should be tanks in matches much lower than 12v12. Tanks are for epic battles not 7v7 esports

Yeah totally agree with that too. Sometimes i wonder why these modern tribes games go into developing the vehicles so early - when the on foot gameplay should be the primary focus. IMO once you start adding vehicles into the mix it starts to muddy the balance of the rest of the game. They should focus on the on foot side and nail it before any vehicles are considered. Things like weapons, packs, armour balance, movement, base layouts/facilities etc.

It also makes you wonder why vehicles are even neccessary given the movement speed of players. Rather than vehicles it'd be cool to see like addons that expand the players packs - like a pair of clip on wings that give a super boost, or some pack that allows gundam style missiles - just because.

Yeah totally agree with that too. Sometimes i wonder why these modern tribes games go into developing the vehicles so early - when the on foot gameplay should be the primary focus. IMO once you start adding vehicles into the mix it starts to muddy the balance of the rest of the game. They should focus on the on foot side and nail it before any vehicles are considered. Things like weapons, packs, armour balance, movement, base layouts/facilities etc.

It also makes you wonder why vehicles are even neccessary given the movement speed of players. Rather than vehicles it'd be cool to see like addons that expand the players packs - like a pair of clip on wings that give a super boost, or some pack that allows gundam style missiles - just because.

First paragraph yes definitely

Second one is perks/augments which I am not so keen on, I firmly believe tribes needs to be as basic as possible in most regards as the mechanics are far more complex than most other shooters

[4:44 PM] hobb: is there going to be something in base that stops gens being destroyed if server under 7v7 ?
[4:45 PM] hobb: as ppl join it enables things like 'deployable turrets at x players', 'gen play at y', 'tanks at z' etc
[4:57 PM] fr3nzy: isnt 7v7 kinda high?
[4:57 PM] fr3nzy: 3v3 maybe
[5:30 AM] arcadus: 7v7 is great for base
[5:33 AM] PROJ: i think it'll have to be pushed to at least 9v9 tbh
[5:33 AM] PROJ: 7v7 is super hard even for comp players
[6:02 AM] Swordf1sh: 9v9 is ideal
[6:02 AM] Swordf1sh: though if there are enough, some maps could definitely handle 11v11
[6:34 AM] BugsPray: definitely will have ways for you to tweak that on custom servers - i think wrt what we support in matchmaking will be up for debate for a while
[6:34 AM] BugsPray: 7v7-9v9 sounds about right though
[6:35 AM] BugsPray: the goal with matchmaking though is to put people in a consistent set of rules with the right number of players
[6:35 AM] BugsPray: so there theoretically wont be any switching on or off these kinds of gameplay features within the course of one game(edited)
[6:36 AM] BugsPray: you'll either be in a game with it on or off, likely dependent on player count
[6:36 AM] BugsPray: we'll see though - that might get changed as we see how it operates in the real world

- Vehicle Pads to spawn them
- Only large maps designed for 12 v 12 and above with V-pads
- An intelligent map cycling system that adds larger maps to the rotation AS the number of players in the server increases so you're not stuck with tanks on a big map in a 4 v 4.

The debate shouldnt be how many people but whether it's configurable or not. IMO 8v8 should be the minimum for gens and bases being destroyable, and 10v10 minimum for vehicles.

There isn't debate on whether it's configurable. As I mentioned in the chat log posted, it will be configurable on custom servers. The debate around "how many people" is centered around our matchmaking experience, not custom servers.